Crooked Waters: Conquest Map
With the Conquest update we will introduce a whole new world where the game takes place. In comparison with our previous world this one is better designed regarding to visual and gameplay features.
With designing the layout of the map we’ve had to take a few “rules” into account. The most important rule was that no matter the spawn location, all starting conditions should be the same so there would be no advantage of one spawn location over the other. We had to make sure that all distances and orientations between spawn locations and objectives are evenly fair.
There are basically two types of spawn location distances. A spawn location can be close to a secondary objective but farther away from the other objectives. This gives the benefit of faster engagement of a objective. Or a spawn location can be in between two objectives which gives the player the choice of which objective to engage but are both relatively farther away from the objectives than the former spawn position.
So one gives a benefit of being close to an objective and the other gives the freedom of choice between two objectives.
The new world will introduce more variety in the environment. The two main notable features between the areas are the differences in height. This offers different opportunities and hazards depending on where in the map you’re sailing.
The north is covered in high cliffs which obstruct the visibility of players. This will provide exciting moments when you play the versus gamemode which means that the other team can show up around the corner at any time without you being able to spot them in advance. If you do see them before they see you, you can set up ambushes really easy hiding behind a cliff waiting for the other team to pass by.
The south is covered in low sandy islands. These islands don’t provide a lot of cover which most of the time results in a lot of long distance engagements. Having a team member in the crows’ nest is crucial here. You can spot enemies from very far away which gives you a strategic advantage in your planning.
When a match starts the both teams will spawn on one of the spawn locations in the outer ring. These are evenly distributed so the distances between a spawn location and objective are always the same.
When a ship sinks before the primary objective has been activated, it will respawn in one of the spawn locations in the outer ring.
When the primary objective has been activated(by destroying all secondary objectives or when a fixed amount of time has passed) the inner ring will activate. From this moment on when a ship sinks it will respawn in one of the spawn locations in the inner ring.
The main reason we’ve implemented this idea is to improve the engagement of the sunken ship when it respawns. If it would’ve spawned in the outer ring when fighting the primary objective it would take quite some time to travel back to the center again. This would give the other team quite some time advantage. That’s why we decided to spawn the players closer to the center when the combat is happening there.